Performance improvements
parent
7cac2c2a7a
commit
7a5987b3d2
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@ -53,7 +53,8 @@ class LoadedLevel:
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if isinstance(element, SimpleBlockLevelElement):
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if isinstance(element, SimpleBlockLevelElement):
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if self.is_surrounded_by_blocks(world_position, level.tiles):
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if self.is_surrounded_by_blocks(world_position, level.tiles):
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element.is_collider = False
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element.is_collider = False
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#self.sprite_manager.remove_ui_element(element)
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element.register_collisions = False
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# self.sprite_manager.remove_ui_element(element)
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def is_surrounded_by_blocks(self, position, tiles):
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def is_surrounded_by_blocks(self, position, tiles):
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for i in range(-1, 2):
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for i in range(-1, 2):
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@ -1,3 +1,4 @@
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import math
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from typing import Optional
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from typing import Optional
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from physics.CollisionDirection import CollisionDirection
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from physics.CollisionDirection import CollisionDirection
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@ -161,9 +162,16 @@ class PhysicsElementsHandler:
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for collider in colliders:
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for collider in colliders:
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if sprite is not collider:
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if sprite is not collider:
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distance = self.calculate_basic_distance(sprite, collider)
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if distance > 50:
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continue
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if sprite.collides_with(collider, TOLERANCE):
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if sprite.collides_with(collider, TOLERANCE):
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collides_with.append(collider)
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collides_with.append(collider)
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if len(collides_with) >= 2:
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if len(collides_with) >= 2:
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break
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break
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return collides_with
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return collides_with
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def calculate_basic_distance(self, sprite1: StaticSprite, sprite2: StaticSprite) -> float:
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return math.sqrt((sprite1.position_scale.position[0] - sprite2.position_scale.position[0]) ** 2 +
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(sprite1.position_scale.position[1] - sprite2.position_scale.position[1]) ** 2)
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